;
;   CIVILIZATION CIVILOPEDIA TEXT
;   Copyright (c) 1995 by MicroProse Software
;
;   Trakoria v2.0

@PEDIAPICKCIV
@width=540
@columns=3
@listbox
@title=Civilopedia: Civilization Advances

@PEDIACIV
@width=480
@title=Civilization Advance
^^%STRING0
^


@PEDIACIVFACTS
^Allows government form of same name.
^Allows settlers to build fortresses.
^
^Allows settlers to build high roads.
^Allows settlers to build irrigation.
^Increases the effect of temples.
^Increases the effect of arenas.
^Worth bonus points in Civilization score.
^Increases ship movement rates by one.
^(Not relevant information)
^Free civ. advance for first civ. to discover.
^
^Cancels the effect of


@PEDIAPICKUNIT
@width=540
@columns=3
@listbox
@title=Civilopedia: Unit Types

@PEDIAUNIT
@width=480
@title=Unit Type
^^%STRING0
^

@PEDIAUNITFACTS
^Can see units two spaces away.
^Ignores enemy Zones of Control.
^Can make amphibious landings.
^Invisible to most enemy units.
^Can attack flying units in flight.
^May be lost out of sight of land.
^Ignores City Fortifications.
^Can carry friendly air units.
^Can infiltrate.
^Treats all squares as road squares.
^Defense +50% versus units with a movement factor of 2.
^Require no support under a Tyranny.
^Destroyed after attacking.
^Defense +100% versus air units.
^Can spot enemy hidden units in adjacent squares.


@PEDIAPICKGOVT
@width=480
@listbox
@title=Civilopedia: Governments


@PEDIAPICKIMPROVE
@width=540
@columns=3
@listbox
@title=Civilopedia: City Improvements

@PEDIAIMPROVE
@width=480
@title=City Improvement
^^%STRING0
^

@;Palace
@PEDIAIMPROVE1
^The Seat of Honor marks your capitol - the center of your government.
^
(Eliminates corruption and waste in the capitol,
and decreases it in all nearby cities.)

@;Barracks
@PEDIAIMPROVE2
The War Academy teaches the art of Banzikan - Trocuspas art of war.
^
(The city produces Veteran ground units. Ground units can
be completely repaired in a single turn.)

@;Granary
@PEDIAIMPROVE3
The Grain Storage symbolizes an evolved, advanced agricultural society.
^
(Only half of city's food store is depleted when
city increases in size.)

@;Temple
@PEDIAIMPROVE4
The Temple is where the religious ceremonies are conducted.
^
(Up to four discontented citizens are made content. 
One with only the Ceremony advance, two with Priesthood. 
Together with the Great Temple Area wonder it make four unhappy citizen content.)

@;Marketplace
@PEDIAIMPROVE5
The Marketplace is where the merchants sell their goods.
^
(Increases tax and luxury output by 50%%.)

@;Library
@PEDIAIMPROVE6
The Guild of Scholars symbolizes a well educated upper class.
^
(Increases science output by 50%%.)

@;Courthouse
@PEDIAIMPROVE7
The Procurator is a governor, who imposes law and order in the city.
^
(Decreases corruption by 50%%. Makes city more resistant
to bribery by enemy Emissaries and Illusionists.)

@;City Walls
@PEDIAIMPROVE8
The City Fortification protects the city and consists of a city wall,
a fortress, or similar.
^
(Units in city are tripled on defense versus ground attacks.)

@;Aqueduct
@PEDIAIMPROVE9
The Sewer System allow large populations.
^
(Allows city to increase beyond size 12.)

@;Bank
@PEDIAIMPROVE10
The Merchants Guild organizes the merchants and increases the effectiveness 
of the city's trade.
^
(Increases tax and luxury output by 100%%, together with a Marketplace.)

@;Cathedral
@PEDIAIMPROVE11
The Tevatenu Sanctuary is an Elven improvement. (Tevatenu is the Elven name for Mother Earth.)

@;University
@PEDIAIMPROVE12
(Not used in scenario)

@;Mass Transit
@PEDIAIMPROVE13
(Not used in scenario)

@;Colosseum
@PEDIAIMPROVE14
The Arena is the home of gladiator battles, as well as theater and propaganda.
^
(Three unhappy citizens are made content, four with Legacy of Yndar.)

@;Factory
@PEDIAIMPROVE15
(Not used in scenario)

@;Mfg. Plant
@PEDIAIMPROVE16
(Not used in scenario)

@;SDI Defense
@PEDIAIMPROVE17
(Not used in scenario)

@;Recycling Center
@PEDIAIMPROVE18
(Not used in scenario)

@;Power Plant
@PEDIAIMPROVE19
(Not used in scenario)

@;Hydro Plant
@PEDIAIMPROVE20
(Not used in scenario)

@;Nuclear Plant
@PEDIAIMPROVE21
(Not used in scenario)

@;Stock Exchange
@PEDIAIMPROVE22
(Not used in scenario)

@;Sewer System
@PEDIAIMPROVE23
(Not used in scenario)

@;Supermarket
@PEDIAIMPROVE24
The Main Canal is necessary for the city's irrigation to take effect.
^
(Allows squares in the city's radius with farming and irrigation to produce 50%% more food.)

@;Superhighways
@PEDIAIMPROVE25
The Continental Trade symbolizes off-map trade routes.
^
(All squares inside the City Radius with roads produce 50%% more Trade.
Also adds a 50%% bonus to trade route income.)

@;Research Lab
@PEDIAIMPROVE26
(Not used in scenario)

@;SAM Missile Battery
@PEDIAIMPROVE27
(Not used in scenario)

@;Coastal Fortress
@PEDIAIMPROVE28
The Harbor Fortification protects the city from naval attack.
^
(Units in city are doubled on defense against naval attacks.)

@;Solar Plant
@PEDIAIMPROVE29
(Not used in scenario)

@;Harbor
@PEDIAIMPROVE30
The Harbor symbolises an advanced fishing population. 
^
(All ocean squares in the city's radius produce one extra unit of food.)

@;Offshore Platform
@PEDIAIMPROVE31
(Not used in scenario)

@;Airport
@PEDIAIMPROVE32
(Not used in scenario)

@;Police Station
@PEDIAIMPROVE33
Harmony is an Elven improvement.

@;Port Facility
@PEDIAIMPROVE34
The Naval Arsenal is where the best ships are built, and repaired.
^
(City produces veteran naval units. Any ship spending its entire turn in the city is completely repaired.)

@;SS Structural
@PEDIAIMPROVE35

@;SS Component
@PEDIAIMPROVE36

@;SS Module
@PEDIAIMPROVE37

@;Capitalization
@PEDIAIMPROVE38
The Capitalization improvement symbolizes the manufacturing of export goods for foreign markets.
^
(Converts Shied resources into Gold.)

@;Pyramids
@PEDIAIMPROVE39
^(Ransardi Wonder)
^
^The Friendship of Frimbole symbolizes the richness of the Frimbole Fields, as well 
^as the contentedness of the people of Frimbole.
^
^(Counts as a Grain Storage in every city, doubling the growth of the population.)

@;Hanging Gardens
@PEDIAIMPROVE40
^(Trinsmyran Wonder)
^
^Inashtar is the goddess of fire, war and unrestrained lusts. A celebration of fire
^was arranged twice every year in the city of Rakma, in the region of Milacke.
^
^(One extra happy citizen in every city.)

@;Colossus
@PEDIAIMPROVE41
^(Clavian Wonder)
^
^The Copper Convoy is one of the yearly convoys to the paradise island of Melukha.
^The Copper Convoy however continues to the Copper Sea and the remains of the 
^perished empire of Jorpagna. The convoy sailed from the city of Soblak, in southern
^Moskoria. 
^
^(City produces one extra trade arrow in each square that already produces one.)

@;Lighthouse
@PEDIAIMPROVE42
^(Clavian Wonder)
^
^Anxalis is the goddess of the oceans, propably the most unpredictable member of the
^Trakorian pantheon of gods. Every coastal community has a shrine to honour her, but
^the main Anxalis temple was located in the city of Soblak, in southern Moskoria.
^
^(Primitive ships can move across oceans without danger, and all other types of ship
^have their movement rate increased by one. Also, all new ships produced receive
^veteran status.)

@;Great Library
@PEDIAIMPROVE43
^The holy city of Yoh was a religious center for the native Hueli peoples.
^
^(The Wonder hasn't got any effect on gameplay.)

@;Oracle
@PEDIAIMPROVE44
^(Clavian Wonder)
^
^The Great Temple Area was located in the Clavian capitol of Fontra Cilor.
^
^(Doubles the effect of all Temples.)

@;Great Wall
@PEDIAIMPROVE45
^(Trinsmyran Wonder)
^
^Inashtar is the goddess of fire, war and lust, and originates originally from the 
^ice barbarians of the north. Inashtar is also the protector of the island of 
^Trinsmyra, which is what this wonder symbolizes.
^
^(Enemy Civilizations must offer cease-fire/peace in negotiations. Every city's 
^defenses are tripled!) 

@;Sun Tzu's War Academy
@PEDIAIMPROVE46
^(Lasemosian Wonder)
^
^Trocuspa is the god of war in Trakorian belief, and the master of Banzika, the way
^of the warrior. The Trocuspa Temple was located in the city of Srid be Ghile, on 
^the islans of Bhannavil.
^
^(All new ground units produced, or units which win a combat, automatically gain
^Veteran status.)

@;King Richard's Crusade
@PEDIAIMPROVE47
^(Trinsmyran Wonder)
^
^The dwarves and humans were allies in the mountains of Rung, on northern Trinsmyra.
^
^(Every square in the city's radius produces an extra resource "shield".)

@;Marco Polo's Embassy
@PEDIAIMPROVE48
^(Trinsmyran Wonder)
^
^The Etemanki Temple is a place where all religions and gods are worshipped, side by
^side, making it a universal destination for pilgrimage. The Etemanki Temple was 
^located in the city of Isakra (or Esach-Rha), on north west Trinsmyra.
^
^(You receive a free embassy with every rival Civilization, so your intelligence
^report will always be complete.)

@;Michelangelo's Chapel
@PEDIAIMPROVE49
^(Kargomitian Wonder)
^
^Luvena is the the dark goddess of Luna, often portrayed as the goddess of disease
^and of the creeping death. The center for Luvena worship was Mount Bektar, north of
^the savage land of Klagga. 
^
^(Decreases unhappiness by three in every city)

@;Copernicus' Observatory
@PEDIAIMPROVE50
^(Clavian Wonder)
^
^Enki is the god of the fresh water and the head of the Trakorian pantheon. He is
^also the protector of knowledge and craftmanship. The first great Enki temple was
^built in the city of Favoki, in central Moskoria.
^
^(Increase science output in the city by 50%%.)

@;Magellan's Expedition
@PEDIAIMPROVE51
^(Clavian Wonder)
^
^The Clavian Empire established colonies in the Trakorian islands, as well as on the
^mainland continent of Ereb. This Wonder symbolises this age of colonization in 
^Clavian history.
^
^(Movement rate of all ships is increased by two.)

@:Shakespeare's Theatre
@PEDIAIMPROVE52
^(Clavian Wonder)
^
^The Academy of Illusions was located in the city of Hoxoh, the city of Illusions,
^in the region of Nastrol.
^
^(No citizen ever get unhappy in the city.)

@;Da Vinci's Workshop
@PEDIAIMPROVE53
^(Trinsmyran Wonder)
^
^The Assimiliation wonder symbolizes the mixing of cultures on Trinsmyra, 
^following the fall of Krau-Ki.
^
^(It changes the special "Krau-Ki units" to less powerful "Trinsmyran units".)

@;J.S. Bach's Cathedral
@PEDIAIMPROVE54
^(Ransardi Wonder)
^
^Wdur is the leader of the Ransardi pantheon of gods. A powerful god, as the 
^Ransardians are fierce warriors...
^
^(Decreases unhappy citizens by 2 per city.)

@;Isaac Newton's College
@PEDIAIMPROVE55
^(Lasemosi Wonder)
^
^The Academy was "historically" located in the city of Maravelda, in Lasemos, the
^capitol of knowledge and science of the era.
^
^(Doubles science output of city.)

@;Adam Smith's Trading Co.
@PEDIAIMPROVE56
^(Clavian Wonder)
^
^The Melukhan Trade wonder symbolizes the lucrative trade with the southern paradise
^island of Melukha.
^
^(Pays the maintenance for all city improvements which ordinarily cost 1 gold per turn.
^City improvements requiring more than 1 gold per turn maintenance are not affected.)

@;Darwin's Voyage
@PEDIAIMPROVE57
^(Kargomitian Wonder)
^
^Symbolism is a good example of the strange magical traditions of the Kargomitians.
^The center of magical learning in Kargom was actually the island of Chracz, north 
^of Kargom.
^
^(Grants two free civilization advances.)

@;The Statue of Liberty
@PEDIAIMPROVE58
(Not used in scenario)

@;The Eiffel Tower
@PEDIAIMPROVE59
^(Clavian Wonder)
^
^The northern region of Nastrol came under the control of four great religious orders.
^The monks swore in return to protect the Clavian Empire from Kargomitian invasions.
^
^(Attitudes of rival Civilizations shift dramatically in your favor. Transgressions are also
^forgotten more quickly.)

@;Hoover Dam
@PEDIAIMPROVE61
^(Trinsmyran/Krau-Ki Wonder)
^
^The Blood of the Earth was the main source of magical power of the Krau-Ki Empire.
^The mysterious substance seemed to 'bleed' out of the earth's core.
^
^(This Wonder has no effect in it self in the scenario. It simply symbolizes the
^power of Krau-Ki.)

@;Women's Suffrage
@PEDIAIMPROVE60
^(Clavian Wonder)
^
^The Bodken is a council of noblemen, which aid the Emperor in ruling the empire.
^It was located in the Clavian capitol of Fontra Cilor, in northern Moskoria.
^
^(Eliminates unhappiness caused by troops away from city.)

@;Manhattan Project
@PEDIAIMPROVE62
(Not used in scenario)

@;United Nations
@PEDIAIMPROVE63
^(Elven Wonder)
^
^Tigwalvan isn't a member of the Trakorian pantheon, but worshipped in the island of
^Mereld, in the south.
^
^(It lets the Elven Civilization act more freely and is used for game mechanics.)

@;Apollo Program
@PEDIAIMPROVE64
^(Clavian Wonder)
^
^The Mission was an Clavian Expeditionary force to Ransard, led by the holy woman 
^Kornella.
^
^(Reveals the entire scenario map for all players.)

@;SETI Program
@PEDIAIMPROVE65
^(Trinsmyran/Krau-Ki Wonder)
^
^The Krau-Ki were a evil and blasphemous people. They had access to forbidden 
^knowledge, secrets not at all intended for mortals. Their heredity also became
^their downfall... 
^
^(Increase science output of every city by 50%%)

@;Cure for Cancer
@PEDIAIMPROVE66
^(Clavian Wonder)
^
^The Ziggurat wonder represents the great ziggurat located in Fontra Cilor, in
^Moskoria. The ziggurats are used by astrologians for purposes of predicting the
^future. 
^
^(One extra happy citizen in each city.)

@PEDIAGOVT
@width=600
@title=Civilization: Governments
The form of government you choose for your civilization will
affect the way resources are distributed in your cities, the
rate at which your citizens can produce and sustain new units
and city improvements, and the extent to which your citizens
have a say in the way you govern them.
^
Some forms of government, such as Disorganized and Despotism, and
even Tyranny, allow you to expand rapidly, to produce and sustain 
large numbers of military units, and to control your affairs completely.
(Note that Settlers/Magicians always eat ONE food per turn, regardless 
of the form of government.)
^
The Clavian State, on the other hand, give your noblemen the freedom to 
produce vast amounts of trade, which increases your wealth and knowledge 
rapidly. On the other hand, your citizens may grow unhappy when you send 
military units out of your cities; also, the powerful nobles may try to 
interfere in your conduct of foreign affairs.
^
To change your civilization's government, you must have a
Revolution--select "Revolution" from the Kingdom Menu.  This
will entail a brief period of Anarchy.

@PEDIAGOVT0
@width=600
@title=Civilization Government: Anarchy
Anarchy represents not so much a government type as the
lack of any stable government. Anarchy occurs when your
civilization's government falls, or when you decide to
have a Revolution. After a few turns of Anarchy, you will
be able to reconstitute your government.
^
Anarchy is similar to Disorganized, except that the 
corruption rate is VERY HIGH (see entry for Disorganized).  
However, no taxes are collected during a period of Anarchy, and 
no scientific research is conducted.

@PEDIAGOVT1
@width=600
@title=Civilization Government: Disorganized
^UNIT SUPPORT
Each unit above the city size costs one shield per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
Disorganized has a HIGH rate of corruption and waste. 
The level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Disorganized government, none of the science/tax/luxury rates may
be set higher than 60%%.  ALSO, ANY SQUARE WHICH WOULD ORDINARILY
PRODUCE THREE OR MORE OF A RESOURCE (FOOD, SHIELDS, TRADE) PRODUCES
ONE LESS.
^
^HINTS
Because of Disorganized's high rate of corruption, it is almost
always an inferior form of government.  Try to switch to a Despotism as soon as possible.

@PEDIAGOVT2
@width=600
@title=Civilization Government: Despotism
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
Despotism has a MODERATE rate of corruption and waste. 
The level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Despotism, none of the science/tax/luxury rates 
may be set higher than 70%%.
^
^HINTS
Despotism is an excellent form of government, especially
for the Lasemosi, but even for the Clavians, at least for starters.

@PEDIAGOVT3
@width=600
@title=Civilization Government: Communism
(Communism isn't included in the scenario.)

@PEDIAGOVT4
@width=600
@title=Civilization Government: Tyranny
^UNIT SUPPORT
Can support up to three units for free; additional
units cost one shield each.  ONLY Tyrannies may produce 
Orc units.
^
^HAPPINESS
Under Tyranny, NO CITIZEN IS EVER UNHAPPY! (You simply wont 
allow that... You rule by TERROR!)
^
^CORRUPTION AND WASTE
Tyranny has a LOW rate of corruption.
However, Tyranny has the special disadvantage that
all science is cut down to 1/4.
^
^SPECIAL
Improvements which convert unhappy citizens to
content citizens (Temples, Arenas, etc.)
produce gold ("tithes") equal to the number of citizens they would
otherwise convert.  They also require no maintenance. (This makes 
the Arena improvement specially valuable for the Kargomitians...)
The diplomatic penalties for "terrorist acts" committed by
your Illusionists are reduced.
Under Tyranny, none of the science/tax/luxury rates may be 
set higher than 80%%.
^
^HINTS
Tyranny eliminates all happiness problems and provides an 
excellent revenue.  Scientific research tends to languish.


@PEDIAGOVT5
@width=600
@title=Civilization Government: Clavian State
^UNIT SUPPORT
Each unit costs one shield per turn.
^
^HAPPINESS
Each military unit AFTER THE FIRST which is not in a friendly
city (or a fortress within 3 spaces of a friendly city)
causes one citizen in its home city to become unhappy.
^
^CORRUPTION AND WASTE
The Clavian State has a LOW rate of corruption and waste. 
The level of corruption in a particular city is based on 
its distance from your capital.
^
^SPECIAL
Under a Clavian State, each square which ordinarily produces 
at least one unit of trade produces an extra unit.
None of the science/tax/luxury rates may be set higher
than 80%%.
^
^HINTS
Switching to a Clavian State can give an astounding boost to 
your science and tax revenues, although you'll probably have 
to divert some of your trade to luxuries.  It becomes more
difficult (and expensive) to keep an army in the field, but
building the Bodken wonder can help with this
problem.

@PEDIAGOVT6
@width=600
@title=Civilization Government: Elf State
^UNIT SUPPORT
Each unit costs one shield per turn.
^
^HAPPINESS
Each unit which is not in a friendly
city (or a fortress within 3 spaces of a friendly city)
causes TWO citizens in its home city to become unhappy.
^
^CORRUPTION AND WASTE
Elf States experience NO corruption or waste.
^
^SPECIAL
Under an Elf State, each square which ordinarily produces at
least one unit of trade produces an extra unit.
The units and cities of a Elf State are immune to BRIBERY
of all forms.
The science/tax/luxury rates may be set to any level
desired.
^
^HINTS
Elf State can produce spectacular amounts of revenue and
scientific research.  However, because of the severe
happiness restrictions on military units, this form of
government tends to be viable only for peace loving elfs.  
Increasing your luxuries rate can help alleviate this problem.

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